/*
- * freeglut_structure.c
+ * fg_structure.c
*
* Windows and menus need tree structure
*
/* Have the window object created */
SFG_Window *window = (SFG_Window *)calloc( 1, sizeof(SFG_Window) );
+ if( !window )
+ {
+ fgError( "Out of memory. Could not create window." );
+ }
+
fgPlatformCreateWindow ( window );
fghClearCallBacks( window );
/*
* Open the window now. The fgOpenWindow() function is system
- * dependant, and resides in freeglut_window.c. Uses fgState.
+ * dependent, and resides in fg_window.c. Uses fgState.
*/
fgOpenWindow( window, title, positionUse, x, y, sizeUse, w, h, gameMode,
(GLboolean)(parent ? GL_TRUE : GL_FALSE) );
*/
SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
{
- int x = 100, y = 100, w = 1, h = 1;
SFG_Window *current_window = fgStructure.CurrentWindow;
/* Have the menu object created */
menu->ParentWindow = NULL;
/* Create a window for the menu to reside in. */
-
- fgCreateWindow( NULL, "freeglut menu", GL_TRUE, x, y, GL_TRUE, w, h,
+ fgCreateWindow( NULL, "freeglut menu", GL_FALSE, 0, 0, GL_FALSE, 0, 0,
GL_FALSE, GL_TRUE );
menu->Window = fgStructure.CurrentWindow;
glutDisplayFunc( fgDisplayMenu );
- glutHideWindow( ); /* Hide the window for now */
fgSetWindow( current_window );
/* Initialize the object properties: */
menu->ID = ++fgStructure.MenuID;
menu->Callback = menuCallback;
menu->ActiveEntry = NULL;
+ menu->Font = fgState.MenuFont;
fgListInit( &menu->Entries );
fgListAppend( &fgStructure.Menus, &menu->Node );
/*
* This function destroys a window and all of its subwindows. Actually,
- * another function, defined in freeglut_window.c is called, but this is
+ * another function, defined in fg_window.c is called, but this is
* a whole different story...
*/
void fgDestroyWindow( SFG_Window* window )
* This function should be called on glutInit(). It will prepare the internal
* structure of freeglut to be used in the application. The structure will be
* destroyed using fgDestroyStructure() on glutMainLoop() return. In that
- * case further use of freeglut should be preceeded with a glutInit() call.
+ * case further use of freeglut should be preceded with a glutInit() call.
*/
void fgCreateStructure( void )
{
/*
* fgWindowByHandle returns a (SFG_Window *) value pointing to the
* first window in the queue matching the specified window handle.
- * The function is defined in freeglut_structure.c file.
+ * The function is defined in fg_structure.c file.
*/
SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
{
/*
* This function is similar to the previous one, except it is
* looking for a specified (sub)window identifier. The function
- * is defined in freeglut_structure.c file.
+ * is defined in fg_structure.c file.
*/
SFG_Window* fgWindowByID( int windowID )
{
if ( enumerator->found )
return;
- /* Check the menu's ID. */
+ /* Check the menu's is active */
if( menu->IsActive )
{
enumerator->found = GL_TRUE;
/*
* Returns active menu, if any. Assumption: only one menu active throughout application at any one time.
+ * This is false when a submenu is also open.
* This is easier than fgWindowByXXX as all menus are placed in one doubly linked list...
*/
SFG_Menu* fgGetActiveMenu( )